本文整理汇总了C++中ULevelStreaming::GetLoadedLevel方法的典型用法代码示例。如果您正苦于以下问题:C++ ULevelStreaming::GetLoadedLevel方法的具体用法?C++ ULevelStreaming::GetLoadedLevel怎么用?C++ ULevelStreaming::GetLoadedLevel使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ULevelStreaming
的用法示例。
在下文中一共展示了ULevelStreaming::GetLoadedLevel方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: RefreshStreamingLevels
void UWorld::RefreshStreamingLevels( const TArray<class ULevelStreaming*>& InLevelsToRefresh )
{
// Reassociate levels in case we changed streaming behavior. Editor-only!
if( GIsEditor )
{
// Load and associate levels if necessary.
FlushLevelStreaming();
// Remove all currently visible levels.
for( int32 LevelIndex=0; LevelIndex<InLevelsToRefresh.Num(); LevelIndex++ )
{
ULevelStreaming* StreamingLevel = InLevelsToRefresh[LevelIndex];
ULevel* LoadedLevel = StreamingLevel ? StreamingLevel->GetLoadedLevel() : nullptr;
if( LoadedLevel &&
LoadedLevel->bIsVisible )
{
RemoveFromWorld( LoadedLevel );
}
}
// Load and associate levels if necessary.
FlushLevelStreaming();
// Update the level browser so it always contains valid data
FEditorSupportDelegates::WorldChange.Broadcast();
}
}
示例2: UpdateSimulationStatus
void FLevelModel::UpdateSimulationStatus(UWorld* InWorld)
{
check(InWorld);
SimulationStatus = FSimulationLevelStatus();
// Matcher for finding streaming level in PIE world by package name
struct FSimulationLevelStreamingMatcher
{
FSimulationLevelStreamingMatcher( const FName& InPackageName )
: PackageName( InPackageName )
{}
bool Matches( const ULevelStreaming* Candidate ) const
{
if (Candidate->PackageNameToLoad != NAME_None)
{
return Candidate->PackageNameToLoad == PackageName;
}
return Candidate->PackageName == PackageName;
}
FName PackageName;
};
// Find corresponding streaming level
int32 StreamingLevelIdx = InWorld->StreamingLevels.FindMatch(FSimulationLevelStreamingMatcher(GetLongPackageName()));
if (StreamingLevelIdx != INDEX_NONE)
{
ULevelStreaming* StreamingLevel = InWorld->StreamingLevels[StreamingLevelIdx];
if (StreamingLevel->GetLoadedLevel())
{
SimulationStatus.bLoaded = true;
if (StreamingLevel->GetLoadedLevel()->bIsVisible)
{
SimulationStatus.bVisible = true;
}
}
else if (StreamingLevel->bHasLoadRequestPending)
{
SimulationStatus.bLoading = true;
}
}
}
示例3: TickFlush
void UDemoNetDriver::TickFlush( float DeltaSeconds )
{
Super::TickFlush( DeltaSeconds );
if ( FileAr )
{
if ( ClientConnections.Num() > 0 )
{
TickDemoRecord( DeltaSeconds );
}
else if ( ServerConnection != NULL )
{
// Wait until all levels are streamed in
for ( int32 i = 0; i < World->StreamingLevels.Num(); ++i )
{
ULevelStreaming * StreamingLevel = World->StreamingLevels[i];
if ( StreamingLevel != NULL && ( !StreamingLevel->IsLevelLoaded() || !StreamingLevel->GetLoadedLevel()->GetOutermost()->IsFullyLoaded() || !StreamingLevel->IsLevelVisible() ) )
{
// Abort, we have more streaming levels to load
return;
}
}
World->GetWorldSettings()->DemoPlayTimeDilation = CVarDemoTimeDilation.GetValueOnGameThread();
// Clamp time between 1000 hz, and 2 hz
// (this is useful when debugging and you set a breakpoint, you don't want all that time to pass in one frame)
DeltaSeconds = FMath::Clamp( DeltaSeconds, 1.0f / 1000.0f, 1.0f / 2.0f );
// We need to compensate for the fact that DeltaSeconds is real-time for net drivers
DeltaSeconds *= World->GetWorldSettings()->GetEffectiveTimeDilation();
// Update time dilation on spectator pawn to compensate for any demo dilation
// (we want to continue to fly around in real-time)
if ( SpectatorController != NULL )
{
if ( SpectatorController->GetSpectatorPawn() != NULL )
{
// Disable collision on the spectator
SpectatorController->GetSpectatorPawn()->SetActorEnableCollision( false );
// Apply time dilation on spectator to reverse the effects of global dilation
SpectatorController->GetSpectatorPawn()->CustomTimeDilation = 1.0f / World->GetWorldSettings()->DemoPlayTimeDilation;
}
}
if ( bDemoPlaybackDone )
{
return;
}
TickDemoPlayback( DeltaSeconds );
}
}
}
示例4: AddRequiredLevels
void AddRequiredLevels( EStaticMeshLightingInfoObjectSets InObjectSet, UWorld* InWorld, TArray<ULevel*>& OutLevels )
{
switch (InObjectSet)
{
case StaticMeshLightingInfoObjectSets_CurrentLevel:
{
check(InWorld);
OutLevels.AddUnique(InWorld->GetCurrentLevel());
}
break;
case StaticMeshLightingInfoObjectSets_SelectedLevels:
{
TArray<class ULevel*>& SelectedLevels = InWorld->GetSelectedLevels();
for(auto It = SelectedLevels.CreateIterator(); It; ++It)
{
ULevel* Level = *It;
if (Level)
{
OutLevels.AddUnique(Level);
}
}
if (OutLevels.Num() == 0)
{
// Fall to the current level...
check(InWorld);
OutLevels.AddUnique(InWorld->GetCurrentLevel());
}
}
break;
case StaticMeshLightingInfoObjectSets_AllLevels:
{
if (InWorld != NULL)
{
// Add main level.
OutLevels.AddUnique(InWorld->PersistentLevel);
// Add secondary levels.
for (int32 LevelIndex = 0; LevelIndex < InWorld->StreamingLevels.Num(); ++LevelIndex)
{
ULevelStreaming* StreamingLevel = InWorld->StreamingLevels[LevelIndex];
if ( StreamingLevel != NULL )
{
ULevel* Level = StreamingLevel->GetLoadedLevel();
if ( Level != NULL )
{
OutLevels.AddUnique( Level );
}
}
}
}
}
break;
}
}
示例5: GetLevelObject
ULevel* FStreamingLevelModel::GetLevelObject() const
{
ULevelStreaming* StreamingObj = LevelStreaming.Get();
if (StreamingObj)
{
return StreamingObj->GetLoadedLevel();
}
else // persistent level does not have associated level streaming object
{
return LevelCollectionModel.GetWorld()->PersistentLevel;
}
}
示例6: GetWorlds
/**
* Assembles the set of all referenced worlds.
*
* @param OutWorlds [out] The set of referenced worlds.
* @param bIncludeGWorld If true, include GWorld in the output list.
* @param bOnlyEditorVisible If true, only sub-levels that should be visible in-editor are included
*/
void GetWorlds(UWorld* InWorld, TArray<UWorld*>& OutWorlds, bool bIncludeInWorld, bool bOnlyEditorVisible)
{
OutWorlds.Empty();
if ( bIncludeInWorld )
{
OutWorlds.AddUnique( InWorld );
}
// Iterate over the world's level array to find referenced levels ("worlds"). We don't
for ( int32 LevelIndex = 0 ; LevelIndex < InWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* StreamingLevel = InWorld->StreamingLevels[LevelIndex];
if ( StreamingLevel )
{
// If we asked for only sub-levels that are editor-visible, then limit our results appropriately
bool bShouldAlwaysBeLoaded = false; // Cast< ULevelStreamingAlwaysLoaded >( StreamingLevel ) != NULL;
if( !bOnlyEditorVisible || bShouldAlwaysBeLoaded || StreamingLevel->bShouldBeVisibleInEditor )
{
const ULevel* Level = StreamingLevel->GetLoadedLevel();
// This should always be the case for valid level names as the Editor preloads all packages.
if ( Level != NULL )
{
// Newer levels have their packages' world as the outer.
UWorld* World = Cast<UWorld>( Level->GetOuter() );
if ( World != NULL )
{
OutWorlds.AddUnique( World );
}
}
}
}
}
// Levels can be loaded directly without StreamingLevel facilities
for ( int32 LevelIndex = 0 ; LevelIndex < InWorld->GetLevels().Num() ; ++LevelIndex )
{
ULevel* Level = InWorld->GetLevel(LevelIndex);
if ( Level )
{
// Newer levels have their packages' world as the outer.
UWorld* World = Cast<UWorld>( Level->GetOuter() );
if ( World != NULL )
{
OutWorlds.AddUnique( World );
}
}
}
}
示例7: ChangeColor
void FLevelViewModel::ChangeColor(const TSharedRef<SWidget>& InPickerParentWidget)
{
if( !Level.IsValid() )
{
return;
}
if ( !Level->IsPersistentLevel())
{
// Initialize the color data for the picker window.
ULevelStreaming* StreamingLevel = FLevelUtils::FindStreamingLevel( Level.Get() );
check( StreamingLevel );
FLinearColor NewColor = StreamingLevel->LevelColor;
TArray<FLinearColor*> ColorArray;
ColorArray.Add(&NewColor);
FColorPickerArgs PickerArgs;
PickerArgs.bIsModal = true;
PickerArgs.DisplayGamma = TAttribute<float>::Create( TAttribute<float>::FGetter::CreateUObject(GEngine, &UEngine::GetDisplayGamma) );
PickerArgs.LinearColorArray = &ColorArray;
PickerArgs.OnColorPickerCancelled = FOnColorPickerCancelled::CreateSP(this, &FLevelViewModel::OnColorPickerCancelled);
PickerArgs.ParentWidget = InPickerParentWidget;
// ensure this is true, will be set to false in OnColorPickerCancelled if necessary
bColorPickerOK = true;
if (OpenColorPicker(PickerArgs))
{
if ( bColorPickerOK )
{
StreamingLevel->LevelColor = NewColor;
StreamingLevel->Modify();
// Update the loaded level's components so the change in color will apply immediately
ULevel* LoadedLevel = StreamingLevel->GetLoadedLevel();
if ( LoadedLevel )
{
LoadedLevel->UpdateLevelComponents(false);
}
ULevel::LevelDirtiedEvent.Broadcast();
}
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
}
}
示例8: PrivateRemoveLevelFromWorld
/**
* Removes a level from the world. Returns true if the level was removed successfully.
*
* @param Level The level to remove from the world.
* @return true if the level was removed successfully, false otherwise.
*/
bool PrivateRemoveLevelFromWorld(ULevel* Level)
{
if ( !Level || Level->IsPersistentLevel() )
{
return false;
}
if ( FLevelUtils::IsLevelLocked(Level) )
{
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Error_OperationDisallowedOnLockedLevelRemoveLevelFromWorld", "RemoveLevelFromWorld: The requested operation could not be completed because the level is locked.") );
return false;
}
int32 StreamingLevelIndex = INDEX_NONE;
for( int32 LevelIndex = 0 ; LevelIndex < Level->OwningWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* StreamingLevel = Level->OwningWorld->StreamingLevels[ LevelIndex ];
if( StreamingLevel && StreamingLevel->GetLoadedLevel() == Level )
{
StreamingLevelIndex = LevelIndex;
break;
}
}
if (StreamingLevelIndex != INDEX_NONE)
{
Level->OwningWorld->StreamingLevels[StreamingLevelIndex]->MarkPendingKill();
Level->OwningWorld->StreamingLevels.RemoveAt( StreamingLevelIndex );
Level->OwningWorld->RefreshStreamingLevels();
}
else if (Level->bIsVisible)
{
Level->OwningWorld->RemoveFromWorld(Level);
check(Level->bIsVisible == false);
}
const bool bSuccess = EditorDestroyLevel(Level);
// Since we just removed all the actors from this package, we do not want it to be saved out now
// and the user was warned they would lose any changes from before removing, so we're good to clear
// the dirty flag
UPackage* LevelPackage = Level->GetOutermost();
LevelPackage->SetDirtyFlag(false);
return bSuccess;
}
示例9: RefreshStreamingLevelIndex
void FLevelViewModel::RefreshStreamingLevelIndex()
{
if ( IsLevel() )
{
UWorld *OwningWorld = Level->OwningWorld;
check( OwningWorld );
for( int32 LevelIndex = 0 ; LevelIndex < OwningWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming *StreamingLevel = OwningWorld->StreamingLevels[LevelIndex];
if ( Level.Get() == StreamingLevel->GetLoadedLevel() )
{
StreamingLevelIndex = LevelIndex;
LevelStreaming = StreamingLevel;
break;
}
}
}
}
示例10: FindStreamingLevel
/**
* Returns the streaming level corresponding to the specified ULevel, or NULL if none exists.
*
* @param Level The level to query.
* @return The level's streaming level, or NULL if none exists.
*/
ULevelStreaming* FLevelUtils::FindStreamingLevel(const ULevel* Level)
{
ULevelStreaming* MatchingLevel = NULL;
if (Level && Level->OwningWorld)
{
for( int32 LevelIndex = 0 ; LevelIndex < Level->OwningWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* CurStreamingLevel = Level->OwningWorld->StreamingLevels[ LevelIndex ];
if( CurStreamingLevel && CurStreamingLevel->GetLoadedLevel() == Level )
{
MatchingLevel = CurStreamingLevel;
break;
}
}
}
return MatchingLevel;
}
示例11: SelectNone
void UUnrealEdEngine::SelectNone(bool bNoteSelectionChange, bool bDeselectBSPSurfs, bool WarnAboutManyActors)
{
if( GEdSelectionLock )
{
return;
}
bool bShowProgress = false;
// If there are a lot of actors to process, pop up a warning "are you sure?" box
if( WarnAboutManyActors )
{
int32 NumSelectedActors = GEditor->GetSelectedActorCount();
if( NumSelectedActors >= EditorActorSelectionDefs::MaxActorsToSelectBeforeWarning )
{
bShowProgress = true;
const FText ConfirmText = FText::Format( NSLOCTEXT("UnrealEd", "Warning_ManyActorsForDeselect", "There are {0} selected actors. Are you sure you want to deselect them all?" ), FText::AsNumber(NumSelectedActors) );
FSuppressableWarningDialog::FSetupInfo Info( ConfirmText, NSLOCTEXT( "UnrealEd", "Warning_ManyActors", "Warning: Many Actors" ), "Warning_ManyActors" );
Info.ConfirmText = NSLOCTEXT("ModalDialogs", "ManyActorsForDeselectConfirm", "Continue Deselection");
Info.CancelText = NSLOCTEXT("ModalDialogs", "ManyActorsForDeselectCancel", "Keep Current Selection");
FSuppressableWarningDialog ManyActorsWarning( Info );
if( ManyActorsWarning.ShowModal() == FSuppressableWarningDialog::Cancel )
{
return;
}
}
}
if( bShowProgress )
{
GWarn->BeginSlowTask( LOCTEXT("BeginDeselectingActorsTaskMessage", "Deselecting Actors"), true );
}
// Make a list of selected actors . . .
TArray<AActor*> ActorsToDeselect;
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
ActorsToDeselect.Add( Actor );
}
USelection* SelectedActors = GetSelectedActors();
SelectedActors->BeginBatchSelectOperation();
SelectedActors->Modify();
// . . . and deselect them.
for ( int32 ActorIndex = 0 ; ActorIndex < ActorsToDeselect.Num() ; ++ActorIndex )
{
AActor* Actor = ActorsToDeselect[ ActorIndex ];
SelectActor( Actor, false, false );
}
uint32 NumDeselectSurfaces = 0;
UWorld* World = GWorld;
if( bDeselectBSPSurfs && World )
{
// Unselect all surfaces in all levels.
NumDeselectSurfaces += DeselectAllSurfacesForLevel( World->PersistentLevel );
for( int32 LevelIndex = 0 ; LevelIndex < World->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* StreamingLevel = World->StreamingLevels[LevelIndex];
if( StreamingLevel )
{
ULevel* Level = StreamingLevel->GetLoadedLevel();
if ( Level != NULL )
{
NumDeselectSurfaces += DeselectAllSurfacesForLevel( Level );
}
}
}
}
SelectedActors->EndBatchSelectOperation(bNoteSelectionChange);
//prevents clicking on background multiple times spamming selection changes
if (ActorsToDeselect.Num() || NumDeselectSurfaces)
{
GetSelectedActors()->DeselectAll();
if( bNoteSelectionChange )
{
NoteSelectionChange();
}
//whenever selection changes, recompute whether the selection contains a locked actor
bCheckForLockActors = true;
//whenever selection changes, recompute whether the selection contains a world info actor
bCheckForWorldSettingsActors = true;
}
if( bShowProgress )
{
GWarn->EndSlowTask();
}
//.........这里部分代码省略.........
示例12: GetLevelStreamingStatus
/** This will set the StreamingLevels TMap with the current Streaming Level Status and also set which level the player is in **/
void GetLevelStreamingStatus( UWorld* World, TMap<FName,int32>& StreamingLevels, FString& LevelPlayerIsInName )
{
FWorldContext &Context = GEngine->WorldContextFromWorld(World);
// Iterate over the world info's level streaming objects to find and see whether levels are loaded, visible or neither.
for( int32 LevelIndex=0; LevelIndex<World->StreamingLevels.Num(); LevelIndex++ )
{
ULevelStreaming* LevelStreaming = World->StreamingLevels[LevelIndex];
if( LevelStreaming
&& LevelStreaming->PackageName != NAME_None
&& LevelStreaming->PackageName != World->GetOutermost()->GetFName() )
{
ULevel* Level = LevelStreaming->GetLoadedLevel();
if( Level != NULL )
{
if( World->ContainsLevel( Level ) == true )
{
if( World->CurrentLevelPendingVisibility == Level )
{
StreamingLevels.Add( LevelStreaming->PackageName, LEVEL_MakingVisible );
}
else
{
StreamingLevels.Add( LevelStreaming->PackageName, LEVEL_Visible );
}
}
else
{
StreamingLevels.Add( LevelStreaming->PackageName, LEVEL_Loaded );
}
}
else
{
// See whether the level's world object is still around.
UPackage* LevelPackage = Cast<UPackage>(StaticFindObjectFast( UPackage::StaticClass(), NULL, LevelStreaming->PackageName ));
UWorld* LevelWorld = NULL;
if( LevelPackage )
{
LevelWorld = UWorld::FindWorldInPackage(LevelPackage);
}
if( LevelWorld )
{
StreamingLevels.Add( LevelStreaming->PackageName, LEVEL_UnloadedButStillAround );
}
else if( GetAsyncLoadPercentage( *LevelStreaming->PackageName.ToString() ) >= 0 )
{
StreamingLevels.Add( LevelStreaming->PackageName, LEVEL_Loading );
}
else
{
StreamingLevels.Add( LevelStreaming->PackageName, LEVEL_Unloaded );
}
}
}
}
// toss in the levels being loaded by PrepareMapChange
for( int32 LevelIndex=0; LevelIndex < Context.LevelsToLoadForPendingMapChange.Num(); LevelIndex++ )
{
const FName LevelName = Context.LevelsToLoadForPendingMapChange[LevelIndex];
StreamingLevels.Add(LevelName, LEVEL_Preloading);
}
ULevel* LevelPlayerIsIn = NULL;
for( FConstPlayerControllerIterator Iterator = World->GetPlayerControllerIterator(); Iterator; ++Iterator )
{
APlayerController* PlayerController = *Iterator;
if( PlayerController->GetPawn() != NULL )
{
// need to do a trace down here
//TraceActor = Trace( out_HitLocation, out_HitNormal, TraceDest, TraceStart, false, TraceExtent, HitInfo, true );
FHitResult Hit(1.f);
// this will not work for flying around :-(
static FName NAME_FindLevel = FName(TEXT("FindLevel"), true);
PlayerController->GetWorld()->LineTraceSingle(Hit,PlayerController->GetPawn()->GetActorLocation(), (PlayerController->GetPawn()->GetActorLocation()-FVector(0.f, 0.f, 256.f)), FCollisionQueryParams(NAME_FindLevel, true, PlayerController->GetPawn()), FCollisionObjectQueryParams(ECC_WorldStatic));
/** @todo UE4 FIXME
if( Hit.Level != NULL )
{
LevelPlayerIsIn = Hit.Level;
}
else
*/
if( Hit.GetActor() != NULL )
{
LevelPlayerIsIn = Hit.GetActor()->GetLevel();
}
else if( Hit.Component != NULL && Hit.Component->GetOwner() != NULL )
{
AActor* Owner = Hit.Component->GetOwner();
if (Owner)
{
//.........这里部分代码省略.........
示例13: EditorAutomatedBuildAndSubmit
bool FEditorBuildUtils::EditorAutomatedBuildAndSubmit( const FEditorAutomatedBuildSettings& BuildSettings, FText& OutErrorMessages )
{
// Assume the build is successful to start
bool bBuildSuccessful = true;
// Keep a set of packages that should be submitted to source control at the end of a successful build. The build preparation and processing
// will add and remove from the set depending on build settings, errors, etc.
TSet<UPackage*> PackagesToSubmit;
// Perform required preparations for the automated build process
bBuildSuccessful = PrepForAutomatedBuild( BuildSettings, PackagesToSubmit, OutErrorMessages );
// If the preparation went smoothly, attempt the actual map building process
if ( bBuildSuccessful )
{
bBuildSuccessful = EditorBuild( GWorld, EBuildOptions::BuildAllSubmit );
// If the map build failed, log the error
if ( !bBuildSuccessful )
{
LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_BuildFailed", "The map build failed or was canceled."), OutErrorMessages );
}
}
// If any map errors resulted from the build, process them according to the behavior specified in the build settings
if ( bBuildSuccessful && FMessageLog("MapCheck").NumMessages( EMessageSeverity::Warning ) > 0 )
{
bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.BuildErrorBehavior, NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_MapErrors", "Map errors occurred while building.\n\nAttempt to continue the build?"), OutErrorMessages );
}
// If it's still safe to proceed, attempt to save all of the level packages that have been marked for submission
if ( bBuildSuccessful )
{
UPackage* CurOutermostPkg = GWorld->PersistentLevel->GetOutermost();
FString PackagesThatFailedToSave;
// Try to save the p-level if it should be submitted
if ( PackagesToSubmit.Contains( CurOutermostPkg ) && !FEditorFileUtils::SaveLevel( GWorld->PersistentLevel ) )
{
// If the p-level failed to save, remove it from the set of packages to submit
PackagesThatFailedToSave += FString::Printf( TEXT("%s\n"), *CurOutermostPkg->GetName() );
PackagesToSubmit.Remove( CurOutermostPkg );
}
// Try to save each streaming level (if they should be submitted)
for ( TArray<ULevelStreaming*>::TIterator LevelIter( GWorld->StreamingLevels ); LevelIter; ++LevelIter )
{
ULevelStreaming* CurStreamingLevel = *LevelIter;
if ( CurStreamingLevel != NULL )
{
ULevel* Level = CurStreamingLevel->GetLoadedLevel();
if ( Level != NULL )
{
CurOutermostPkg = Level->GetOutermost();
if ( PackagesToSubmit.Contains( CurOutermostPkg ) && !FEditorFileUtils::SaveLevel( Level ) )
{
// If a save failed, remove the streaming level from the set of packages to submit
PackagesThatFailedToSave += FString::Printf( TEXT("%s\n"), *CurOutermostPkg->GetName() );
PackagesToSubmit.Remove( CurOutermostPkg );
}
}
}
}
// If any packages failed to save, process the behavior specified by the build settings to see how the process should proceed
if ( PackagesThatFailedToSave.Len() > 0 )
{
bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.FailedToSaveBehavior,
FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_FilesFailedSave", "The following assets failed to save and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(PackagesThatFailedToSave) ),
OutErrorMessages );
}
}
// If still safe to proceed, make sure there are actually packages remaining to submit
if ( bBuildSuccessful )
{
bBuildSuccessful = PackagesToSubmit.Num() > 0;
if ( !bBuildSuccessful )
{
LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_NoValidLevels", "None of the current levels are valid for submission; automated build aborted."), OutErrorMessages );
}
}
// Finally, if everything has gone smoothly, submit the requested packages to source control
if ( bBuildSuccessful )
{
SubmitPackagesForAutomatedBuild( PackagesToSubmit, BuildSettings );
}
// Check if the user requested the editor shutdown at the conclusion of the automated build
if ( BuildSettings.bShutdownEditorOnCompletion )
{
FPlatformMisc::RequestExit( false );
}
return bBuildSuccessful;
}
示例14: ReplicateStreamingStatus
void AGameModeBase::ReplicateStreamingStatus(APlayerController* PC)
{
UWorld* MyWorld = GetWorld();
if (MyWorld->GetWorldSettings()->bUseClientSideLevelStreamingVolumes)
{
// Client will itself decide what to stream
return;
}
// Don't do this for local players or players after the first on a splitscreen client
if (Cast<ULocalPlayer>(PC->Player) == nullptr && Cast<UChildConnection>(PC->Player) == nullptr)
{
// If we've loaded levels via CommitMapChange() that aren't normally in the StreamingLevels array, tell the client about that
if (MyWorld->CommittedPersistentLevelName != NAME_None)
{
PC->ClientPrepareMapChange(MyWorld->CommittedPersistentLevelName, true, true);
// Tell the client to commit the level immediately
PC->ClientCommitMapChange();
}
if (MyWorld->StreamingLevels.Num() > 0)
{
// Tell the player controller the current streaming level status
for (int32 LevelIndex = 0; LevelIndex < MyWorld->StreamingLevels.Num(); LevelIndex++)
{
ULevelStreaming* TheLevel = MyWorld->StreamingLevels[LevelIndex];
if (TheLevel != nullptr)
{
const ULevel* LoadedLevel = TheLevel->GetLoadedLevel();
UE_LOG(LogGameMode, Log, TEXT("levelStatus: %s %i %i %i %s %i"),
*TheLevel->GetWorldAssetPackageName(),
TheLevel->bShouldBeVisible,
LoadedLevel && LoadedLevel->bIsVisible,
TheLevel->bShouldBeLoaded,
*GetNameSafe(LoadedLevel),
TheLevel->bHasLoadRequestPending);
PC->ClientUpdateLevelStreamingStatus(
TheLevel->GetWorldAssetPackageFName(),
TheLevel->bShouldBeLoaded,
TheLevel->bShouldBeVisible,
TheLevel->bShouldBlockOnLoad,
TheLevel->LevelLODIndex);
}
}
PC->ClientFlushLevelStreaming();
}
// If we're preparing to load different levels using PrepareMapChange() inform the client about that now
if (MyWorld->PreparingLevelNames.Num() > 0)
{
for (int32 LevelIndex = 0; LevelIndex < MyWorld->PreparingLevelNames.Num(); LevelIndex++)
{
PC->ClientPrepareMapChange(MyWorld->PreparingLevelNames[LevelIndex], LevelIndex == 0, LevelIndex == MyWorld->PreparingLevelNames.Num() - 1);
}
// DO NOT commit these changes yet - we'll send that when we're done preparing them
}
}
}
示例15: Generate
void FPrimitiveStatsPage::Generate( TArray< TWeakObjectPtr<UObject> >& OutObjects ) const
{
PrimitiveStatsGenerator Generator;
Generator.Generate();
switch ((EPrimitiveObjectSets)ObjectSetIndex)
{
case PrimitiveObjectSets_CurrentLevel:
{
for (TObjectIterator<UPrimitiveComponent> It; It; ++It)
{
AActor* Owner = Cast<AActor>((*It)->GetOwner());
if (Owner != nullptr && !Owner->HasAnyFlags(RF_ClassDefaultObject) && Owner->IsInLevel(GWorld->GetCurrentLevel()))
{
UPrimitiveStats* StatsEntry = Generator.Add(*It, (EPrimitiveObjectSets)ObjectSetIndex);
if (StatsEntry != nullptr)
{
OutObjects.Add(StatsEntry);
}
}
}
}
break;
case PrimitiveObjectSets_AllObjects:
{
if (GWorld != NULL)
{
TArray<ULevel*> Levels;
// Add main level.
Levels.AddUnique(GWorld->PersistentLevel);
// Add secondary levels.
for (int32 LevelIndex = 0; LevelIndex < GWorld->StreamingLevels.Num(); ++LevelIndex)
{
ULevelStreaming* StreamingLevel = GWorld->StreamingLevels[LevelIndex];
if (StreamingLevel != nullptr)
{
ULevel* Level = StreamingLevel->GetLoadedLevel();
if (Level != nullptr)
{
Levels.AddUnique(Level);
}
}
}
for (TObjectIterator<UPrimitiveComponent> It; It; ++It)
{
AActor* Owner = Cast<AActor>((*It)->GetOwner());
if (Owner != nullptr && !Owner->HasAnyFlags(RF_ClassDefaultObject))
{
ULevel* CheckLevel = Owner->GetLevel();
if (CheckLevel != nullptr && (Levels.Contains(CheckLevel)))
{
UPrimitiveStats* StatsEntry = Generator.Add(*It, (EPrimitiveObjectSets)ObjectSetIndex);
if (StatsEntry != nullptr)
{
OutObjects.Add(StatsEntry);
}
}
}
}
}
}
break;
case PrimitiveObjectSets_SelectedObjects:
{
TArray<UObject*> SelectedActors;
GEditor->GetSelectedActors()->GetSelectedObjects(AActor::StaticClass(), SelectedActors);
for (TObjectIterator<UPrimitiveComponent> It; It; ++It)
{
AActor* Owner = Cast<AActor>((*It)->GetOwner());
if (Owner != nullptr && !Owner->HasAnyFlags(RF_ClassDefaultObject) && SelectedActors.Contains(Owner))
{
UPrimitiveStats* StatsEntry = Generator.Add(*It, (EPrimitiveObjectSets)ObjectSetIndex);
if (StatsEntry != nullptr)
{
OutObjects.Add(StatsEntry);
}
}
}
}
break;
}
}